Glyphid

100GP

1. Gros

ACT

3

ARM

4

HIT

5/5

Weapons
ATT
SKL
Scything Claws (2MC) 2GP
3
5
Acid Spew (RNG6" CHR1) 4GP
4
3
Skills
Pulseshriek (1 TO)
Leader
Venomous Bonespurs2GP
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.

Pulseshriek (1TO): All enemies within 4" of this Unit or its Squadmates must immediately move 2" directly away. This does not trigger an Attack of Opportunity. If a Unit cannot make a valid move because of wall or other obstacle, or if this move would put it closer to this Unit or its Squadmates, it takes 1 Melee Damage.

Venomous Bonespurs: Each time this Unit performs the Melee combat action and the primary target of that combat loses at least one HIT, that Unit must spend one additional ACT to perform the move action during its next activation.

Hunter* 16+8GP
FV: 2

2. Méduses

ACT

2

ARM

2

HIT

5/5

Weapons
ATT
SKL
Stinging Cloud (HIT 2MC)
-
5
Skills
Dodge 1
Mindless
Nebulant
Swift
Squad Specialty
Acid Blood

Mindless: This Unit:

  • Cannot carry anything (e.g. Intel Markers)
  • Cannot take Spoils of War, never gets Injuries (treat it as "Healed" each time you roll for Injuries), and cannot gain medals or XP
  • Cannot control objectives or perform Mission Actions.

Dodge 1: Each time this Unit is the target of a Ranged Attack, it may re-roll 1 Save die.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT.

Nebulant: Squadmates may target enemies that are Adjacent to this Unit in Ranged combat. This Unit may move through enemy Units and does not trigger Attacks of Opportunity. Each time this Unit performs the Move or Dash action, ignore vertical distance traveled.

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Stingcloud* 8GP
FV: 1

3. Menace !

ACT

3

ARM

3

HIT

4/4

Weapons
ATT
SKL
Claws
3
4
Acid Spew (RNG6" CHR1 RLT) 4GP
4
3
Skills
Tunneler
Toxin Gland2GP
Squad Specialty
Acid Blood

Tunneler: This Unit cannot be the primary target of Ranged combat performed by enemies that are more than 12" away. In addition, this Unit is always considered to be in Cover.

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Toxin Gland: This Unit's Ranged weapons gain RLT - Relentless.

Spinecoil 14+6GP
FV: 2

4. Menace !

ACT

3

ARM

3

HIT

4/4

Weapons
ATT
SKL
Claws
3
4
Acid Spew (RNG6" CHR1 RLT) 4GP
4
3
Skills
Tunneler
Toxin Gland2GP
Squad Specialty
Acid Blood

Tunneler: This Unit cannot be the primary target of Ranged combat performed by enemies that are more than 12" away. In addition, this Unit is always considered to be in Cover.

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Toxin Gland: This Unit's Ranged weapons gain RLT - Relentless.

Spinecoil 14+6GP
FV: 2

5. Scorpion

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Claws
3
4
Barbed Tailwhip (RND1 PBK RNG4") 2GP
3
3
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+2GP
FV: 1

6. Slasher

ACT

3

ARM

4

HIT

3/3

Weapons
ATT
SKL
Talons & Claws (RND1) 2GP
4
4
Squad Specialty
Acid Blood

Acid Blood: When this Unit reaches 0 HIT, all Adjacent enemies take 1 Melee damage.

Killer 12+2GP
FV: 1